What I need in an RPG is not efficiency, but authentic things.
Races have advantages and disadvantages, be it directly in the abilities, or then in the game as e.g. hated race, or as appreciated race, that can also change a bit depending on the locality.
I care less about balance and more about flavor.
The more differences between the races, the better.
MY PEOPLE

This is something I hate about a lot of modern RPGs, the homogenize the various races and even classes. Look at what has been done to MMOs to see what I mean. The distinctions are what gave the races and classes flavor.
Absolutely, and that's also one of the main criteria of an RPG, always has been.
I also think it's absolutely fatal and terrible how everything is leveled.
In MMORPGs, this is also bad even several times.
1. because the differences are supposed to say something and you want to be different, that's the whole point of races and classes, plus a story around them and different kinds of character development.
2. this alignment has something to do with balancing, so competitive thinking.
But especially strong MMORPGs have the class roles to let the mechanics of an MMORPG work, to make co-op principles and classes in the network a powerful tool to master the dungeons, for example, or in the open world to better defend each other against the evil enemies, etc.. It's fun to fill a certain role and help your fellow players and cushion the weaknesses of their classes.
I miss that in today's so-called MMORPGs absolutely. How cool was it to be a supporter, or a CC class with another form of support?
Today I only play solo the world and measure myself by numbers and then fill only in these sports game instances, if at all 3 rigid roles, where you healers also already more and more damage missed.
This is all so contrary to the former sense of this genre.
I also see it as just the differences maximize the fun.